[Center][color=#8FBC8F][b][i]¤Welcome to our high fantasy, adventure rp¤[/i][/b] Stay awhile, and listen ... In the years before, an unlikely band of heroes saved a small town called Waeldeshore from destruction and doom. Their victory did not come easily, blood was shed, lives were lost. But ultimately, their future, as they thought it to be, was saved. [/color][/center] [Center][I]The world has darkened considerably over the past half century. It all began in the first so called "Happenings"; demons became much more well known to mortals of all races through a significant increase in number and activity. While it wasn't much that hunters of the day couldn't handle, it began to pile from there. Three powerful agents of evil made an appearance 25 years ago. The first was a mage by the name Jeltheor, who aligned himself with demons to settle scores and take power for himself. The second was a powerful, ancient demon known as Zargon, whose ultimate plans still remain a troubling mystery. The third was a demon lord that went on a murdering rampage in the southern part of the world by the name of Sashaz. All three were defeated by an unlikely band of heroes, who met in the town of Waeldeshore. Members of this group each contributed to the ultimate goal and one way or another caused the destruction of these evils. Zargon fell first, but was the one to trouble the minds of the heroes for years to come; as he did not die in his engagement, but merely left without permanent damage. It was a great battle in the heart of Waeldeshore, several of the aforementioned heroes helped to smother Zargon from the realm. His forces disappeared soon after and helped pave the way for the fall of the other two. The second to fall was Jeltheor. The group's sage, Genevieve, single handedly defeated him, and was hailed a hero; yet she was never quite the same. The result, however, was the lifting of evil from Waeldeshore. The third, Sashaz, was defeated by the armies of Giray, and seemed to signal the defeat of evil in the world for years to come. Yet troubles remain. An argument erupted between one of the heroes and Genevieve. The hero disappeared into the night. And along with her, many precious items went missing. Among them, a Key - an item, seemingly little more than a stone, that is said to be a "key" of sorts to the defeat of all demon kind. The group only has one key, taken from the clutches of an ancient dragon. The location of the second and third are mysteries that may only be unraveled when the rogue is discovered. In the background, the northern Jarjestys Magi order exercises a greater hold over the land. Several members of it have gone rogue and have been put down, but the order itself stands strong. Additionally, there are rumors of a new evil in the province of Ulteria - a necromancer of immense power. Our sage, Genevieve, wishes to bring together a new group, composed of members from the original and candidates of more recent times. This group will find itself hunting demons, investigating corruption and solving mysteries. The quest will take the group's members to many places and lead them to many encounters. Will you join this quest? [/i][/center] [Center][b]The Quick and Dirty OOC[/b][/center] 'Waeldeshore: The Wars Beyond' is an adventure-based roleplay that focuses on a group of heros, old and new, coming together to battle an evil that doesn't die, always comes back, and seems to just get stronger. Feeling confident?" Good. Lets continue. -This thread is in the casual forum; so, some grammar and a paragraph at least should be the norm. If you have some issues with grammar, don't worry too much so long as your post can be read and so long as you are at least trying to get better. Try to crank out a solid paragraph, more if you're inclined. A 200 word minimum is preferred, but we're not tyrants here. We all have writer's block at times, so don't feel too pressured. Just say something OOC if you're having struggles. -Try and post 1-2 times a week. Over a week and we'll bug you. From there, if we can't get a hold of you, we'll either fade you into the background or make your char an NPC, or give your character a more permanent ending (depending on the situation). On that note, though, please don't run over other people with 1x1 postings. You can get away with posting slower if you're just waiting for postings to come full circle (which really shouldn't take too long anyways). [center][i]~~The Truth Shall Set You Free~~[/i][/center] --We are looking for dedicated players who are going to commit to the long haul. If you're in it to win it, as they say, then you're welcome to stay. If you're in it to quit it, or if you're interested in a fast paced sand box, this is not the rp for you.Please don't join if you aren't in to be here. That might sound weird, but seriously - don't join if you are at most only going to stay a month. This roleplay may well take several months or even a year to finish. Join and dedicate. If you need to leave for a while... communication is essential. Talk to us. -We are looking to keep this rp under 10 players, but 10 is the max. The players are limited due to troubles experienced in the last roleplay with too many players scattered all over. Characters will mostly be consolidated this time around, so there shouldn't be too much splitting up. That being said, we would like to fill up the slots. Join if there's still a place open! You can reserve a spot if you're interested, but if someone else comes in before you with a killer CS... please be able to bring up something that can compete it. -Talk to us. Seriously. An active OOC is a good sign, or even an active interest check right now. We're a social bunch [s]when ArenaSnow isn't trying to take your soul[/s]. [Center][b]The Quick and Dirty IC Stuff[/b][/center] -Read. Read the [sub]posts[/sub]. Read the posts! Seriously, there's nothing more obnoxious than the story screwing up because somebody missed a major plot development or read it backwards. If you don't understand something, ask. -The setting will change based on where we go. If our affairs in one area are settled, a timeskip will put us in another (in which case you can give a little info about the journey and go to the "now" of IC). -Character development, go ahead! No problem doing that for some rounds. If you're bored we can find you something to do on the side... -Be creative in your postings. Don't be impossible, but feel free to be creative. If there's two forks in the road smack in the middle of the woods, go ahead and find a path leading into the forest. Don't start talking about the magical bridge that just appeared. And if you need help bouncing ideas around, just ask. Please just don't not post because “I don’t know what to write.” -NPC's are yours to mess around with unless they are demons, angels or other such high level characters (dragons, strong mages, etc). Travelers and locals in a town you can make up and continue as you like. If you're taking control of an already made NPC, please stay in the character of that NPC when making something for him/her/(it?). -Don't make up things you didn't mention in the CS. A mage specializing in fire won't suddenly freeze rivers. Don't walk into a court of nobility being the long lost grandson of the king if you came from a line of peasants. -Godmodding, metagaming, blah blah. You can take a little liberty if you're slapping someone's back in a bar hard enough to make them tip forward a bit. Just don't go so far as to make actions where the other player can do something different, and let the other player take the blows in combat. The end will be the same if there's no escaping a move anyways. -You may want to consider making dialogue into a collab post. Especially if it turns into 1-2 sentences to keep it moving and there isn't much more to add. In fact, collab as much as you like as long as you say you're collaborating with someone else, and try to still keep in the posting times. [Center][b]Now for the Character Sheet[/b][/center] [hider=Character Sheet] [code] [b]Name[/b]: Please include any aliases or nicknames that your character may go by. [b]Species[/b]: (Playable races for this rp are human, elf, gnome, gnoll, half orcs, dwarf, halfling. Half breeds are allowed (half-elf). These are, for the most part, the only races that will be accepted. If you really think you have something good, pitch your idea in a pm to [@IcePezz] and [@ArenaSnow].) [b]Age[/b]: (Make sure your character's age makes sense given the rest of your sheet. You're rather unlikely to meet any 16 year old master wizards, just as you're unlikely to meet any 70+ year old warriors in active duty. If you're playing a race that lives beyond the typical human lifespan (like elves, for example) then obviously these restrictions won't exactly apply to you, but still try to keep things reasonable.) [b]Description[/b]: (A paragraph description or an image would do.) [hider=Image] [img][/img] [/hider] [b]Personality[/b]: (How your character acts and behaves as a result of his/her life experiences and nature.Try and put at least a paragraph into this one.) [b]Skills/Abilities[/b]: (Describe your character's abilities, if applicable. This includes combat ability (weapon proficiency, martial arts etc excluding magic) as well as general trade skills like blacksmithing, carpentry, farming, hunting, fishing, tailoring, and medicine (to name just a few). Basic skills like cooking or sewing, for example, need not be listed here unless your character is exceptionally good at them. Miscellaneous skills and attributes that are unique to your character should also be listed here. If you have any questions about what should and shouldn't go here, ask a GM.) [b]Magic[/b]: (If your character possesses magical or supernatural abilities, please describe them here in detail. There are many different methods of spellcasting in the fantasy genre, I've described the 'weave' to some and have also left a link for the forgotten realms link if anyone is interested. Please make sure to describe the source of your character's magical abilities, whether it be their own internal "mana", magical runes, alchemical ingredients, wands, spellbooks, artifacts, talismans, or some contract with a deity or spirit (these are just a few examples). Certain magical abilities are generally considered off-limits for the sake of balance, such as time manipulation, teleportation, invincibility and total mind control. You can include a spell list, but this is not by any means required and you may take a more general approach to this description if you wish.) [b]Backstory[/b]: (In at least two decent length paragraphs, detail your character's life up until this point. Old character backstories from the previous RP should make good mention about what happened over the course of the past 25 years. If you wish to keep your backstory secret, you must message a GM about it beforehand to ensure it's reasonable and acceptable.) [/code] [/hider] A couple things to note about making characters. -The GM's reserve the right to nitpick (don't worry, we aren't usually that bad). -Talk to [@ArenaSnow] about making a demon or an angel character. Those are special cases and for the most part NPC/GM controlled. You should see the following hider when making skills/abilities for your character. [hider=Read here.] Sorry to be gruff, but it's a serious and often badly explained point. So we'll try to present it in the simplest way possible. Abilities are simply things your character can do well. Great cook, master swordsmen, sneaky bastard, whatever. Things your character is bad at can go here as well. Powers can manifest in a variety of forms. The most pure ones are the Weave, strands of raw magic that interlace the realm, or from one's own soul, more potent but much more exhausting. Elemental magic, witchcraft, dark magic, etc go from there. There isn't much of a limit as to the type you can use, although demonic/angelic are special cases. Powers are limited pretty much by common sense rules. Everyone has a magical weakness, and in this realm greater magic comes at a greater cost. Don't be the guy who tries to tank a demon lord or the necromancer solo, you'll just get beaten up, and if your powers are OP you will find team evil can magically summon OP destroyers. Gm's here don't like OP and will deal with OP in OP ways. Best way to not be "dealt with" is to simply not be OP in the first place. We'll help you if you don't know if what you made is too powerful/not powerful enough. Being part of an order of some sort doesn't make you more powerful, it just helps you be more disciplined and maybe know a few more tricks. So no, being a trained Magi still won't help you facetank the necromancer. Sorry.[/hider] If you want to add more information, feel free to add a section(s). Also feel free to ask if there's something you don't get. Ideally, we're looking for 7-8 active players, with a max of 10 participating in the story. First and foremost, we ask that you follow our rules, and the rules of RPG. If there is -anything- you need help on, or any questions you may have, please feel free to ask.